Volume 2 (original) (raw)
2022, Play/Write Student Journal Vol.2
We are happy to present the second issue of the Play/Write Student Journal. The mission of our journal has remained the same since its founding in 2021: to promote the visibility and writing skills of (post)graduate students in the field of Game Studies. Coming from the interdisciplinary master’s program Game Studies and Engineering at the University of Klagenfurt, Austria, our core idea for this journal remains to collect and share the work of students coming from different backgrounds. As the journal emerged as a student initiative, it seeks to form a bridge between student’s work and academia while also serving as a platform for the practice of analytical thinking as well as a community project.
Related papers
Routledge Companion to Literature and Science, 2010
Press Start: the value of an online student-led, peer-reviewed game studies journal
In this article, an online student journal is described, and the ways in which student participants value the journal are discussed. Press Start is a peer-reviewed international journal of game studies, which aims to publish the best student work related to the academic study of video games. Content analysis of qualitative survey data (n = 29) provides insights into what students value about the journal, revealing six broad themes: community and support, inclusiveness and accessibility, the published research, feedback from peer review, experience of conducting peer review and the opportunity to publish. The article concludes by suggesting that engagement with online student journals should not be limited in terms of geography or the level of study, unless there are robust pedagogical reasons for doing so.
Game Essays as Critical Media and Research Praxis
2016
The emergence of software programs such as Game Maker, Unity3D, or Twine make it easier and faster to create games. As a result, game scholars and humanities-based theorists who study games have the ability to create games. Game prototyping and critical making is a vital yet understudied practice for digital humanities research. In this paper I explore authoring game essays as part of the scholarly research practice. I argue that these practices are a valuable addition to contemporary humanities research, as they result in the creation of critical media that question games and game culture and the reflexive and situated making practice demystifies the production process. On the one hand, many scholars in the digital humanities are keen to explore the potential of games as educational tools or instruments to collect data, as seen in the explosion of serious games. On the other, a much smaller section of researchers engage with game design as a critical reflexive practice, using criti...
Loading Preview
Sorry, preview is currently unavailable. You can download the paper by clicking the button above.